Microsoft DirectX 9.0 SDK Update (October 2004) |
Scripts are collections of variables and routines authored in DirectMusic Producer. Although they consist mainly of text, scripts also contain a few binary parameters. For a conceptual overview, see Audio Scripts.
Load a script by using the IDirectMusicLoader8::GetObject method. Obtain the IDirectMusicScript8 interface, then call IDirectMusicScript8::Init to associate the script with a performance.
The following example function loads and initializes a script.
HRESULT LoadScript(IDirectMusicPerformance8 * pPerf,
IDirectMusicLoader8* pLoader,
WCHAR* wstrFileName,
IDirectMusicScript8** ppScript)
{
DMUS_SCRIPT_ERRORINFO errInfo;
HRESULT hr;
if ((NULL == pPerf) || (NULL == pLoader))
{
return E_INVALIDARG;
}
if (SUCCEEDED(hr = pLoader->LoadObjectFromFile(
CLSID_DirectMusicScript, IID_IDirectMusicScript8,
wstrFileName, (LPVOID*) ppScript)))
{
if (FAILED(hr = (*ppScript)->Init(pPerf, &errInfo)))
{
(*ppScript)->Release();
}
}
return hr;
}
Apart from Init, the methods of IDirectMusicScript8 have three main purposes:
All the methods of IDirectMusicScript8, except the enumeration methods, retrieve error information in a DMUS_SCRIPT_ERRORINFO structure. An error can occur if a variable is not found or code within a routine fails to execute.
Scripts can also be used without being directly loaded or called by the application. A segment authored in DirectMusic Producer can contain a script track that triggers calls to routines in one or more scripts.